Hello and thanks for reading. I have two questions about making some custom items for my game:
1) How do you duplicate the +2 damage to darkspawn that the Warden recruit shield has?
In the toolset a Warden recruit shield has an ability listed as " +<powervalue/>damage vs darkspawn ". The ability type is listed as an " * " instead of the normal A and it has a numeric power value.
Similiarly Branka's shield (which is +1 vs darkspawn and +1 vs beasts) has the " +<powervalue/>damage vs darkspawn " and a " +<powervalue/>damage vs beasts ".
When I create a custom shield there is a " +<powervalue/>damage " ability listed. It has a type of " A " and an adjustable power value. I believe this is the ability used on the other shields. How do you convert the damage to a specific enemy type like the other two shields? I cannot edit the property section to add anything. What am I missing?
2) For custom armor does anyone know what Material Type is used to duplicate the colors of the dragonbone armor that is sold at Soldier's Peak? It is a black color instead of the normal red for Dragonbone. I am trying to make an enchanted helmet to go with the dragonbone Warden Commander's armor.
Thanks again.
Two questions about creating custom armor
Débuté par
armortitan
, janv. 15 2010 10:56
#1
Posté 15 janvier 2010 - 10:56
#2
Posté 16 janvier 2010 - 01:02
I may be wrong as I do not currently have the toolset available, but if I remember correctly this is what you're looking for.
1) Check the "On Hit" field as that should allow you to add additional damage variables such as the bonus damage to Darkspawn/Beast you're looking for. There is another field below that I can't remember the name of off the top of my head which can be used to add an additional function as well.
2) For this I believe you'd have to use a Tint Mask. I couldn't tell you which one, so you'll just have to experiment.
1) Check the "On Hit" field as that should allow you to add additional damage variables such as the bonus damage to Darkspawn/Beast you're looking for. There is another field below that I can't remember the name of off the top of my head which can be used to add an additional function as well.
2) For this I believe you'd have to use a Tint Mask. I couldn't tell you which one, so you'll just have to experiment.
#3
Posté 16 janvier 2010 - 02:00
armortitan wrote...
2) For custom armor does anyone know what Material Type is used to duplicate the colors of the dragonbone armor that is sold at Soldier's Peak? It is a black color instead of the normal red for Dragonbone. I am trying to make an enchanted helmet to go with the dragonbone Warden Commander's armor.
I don't have that DLC but judging from pics I can find of the armour (this is it right?) it's just bog standard massive armour using a custom normal map and diffuse texture. Not sure if it even uses tints. I think all the DLC files are encrypted though so I guess it's impossible to say for sure. I'd just make a custom diffuse texture for your helmet of choice. Much easier than screwing around with the tint system to be honest.
#4
Posté 16 janvier 2010 - 06:16
1) The only way I've found to create an item with a " * " type is to find an in game item that has the " +<powervalue/>damage vs [ __ ] " that I want and duplicate it in whatever folder my module is in. Then i just change all the other stats to what i need. Its a pain but i haven't found another way. I'll post if i figure it out.
#5
Posté 20 janvier 2010 - 04:12
Thank you all for the replies. I am going to try the " on hit" field for the shield and sww how that goes. As for the armor, the link provided by DarthParametric is the armor I am talking about. I was tryinto create a few matching helms and shields for that set. Not sure how to make custom textures so I'll try experimenting with different tints. Ill post something if I get it right. Thanks again.





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